We can't just give Brute Force to everything...
Guys, I think that Gamefreak is only going to make Megas for Hoenn Pokemon whose names begin with S, so it's probably okay to do most of Hoenn
Gon bless u handsyWasn't planning on submitting this slate, but threw this together because something had to be done.
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Wormadam-P
Typing: Bug / Grass -----> Bug / Grass
Abilities: Anticipation / Overcoat -----> Compost (Grass-type Water Absorb clone)
BST: 60/59/85/79/105/36 -----> 60/59/115/115/145/30
New Moves: Stockpile, Bug Buzz
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Wormadam-S
Typing: Bug / Ground -----> Bug / Ground
Abilities: Anticipation / Overcoat -----> Dirtpile (Ground-type Water Absorb clone)
BST: 60/79/105/59/85/36 -----> 60/115/145/59/115/30
New Moves: Stockpile, Bug Buzz
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Wormadam-T
Typing: Bug / Steel -----> Bug / Steel
Abilities: Anticipation / Overcoat -----> Scrap Heap (Steel-type Water Absorb clone)
BST: 60/69/95/69/95/36 -----> 60/92/125/92/125/30
New Moves: Stockpile, Bug Buzz
Bagworms store things, so they get Stockpile. Competitively, it lets them boost defenses. Bug Buzz so that they aren't left completely screwed STAB-wise on the special side. Each of their abilities revolves around gathering a certain material to replenish health. Rather straightforward.
I wanted to do 'nape but no time. =(
Told you it was a bird, RosenMega Infernape
Type: Fire/Fighitng -> Fire/Flying
Abilities: Blaze/Iron Fist -> Regenerator
New Moves: Sacred Fire, Brave Bird, Roost
HP: 76 -> 76
Atk: 104 -> 130 (+26)
Def: 71 -> 90 (+19)
SpA: 104 -> 94 (-10)
SpD: 71 -> 154 (+83)
Spe: 108 -> 90 (-18)
BST: 534 -> 634
Mega Infernape will be a massive force in the OU tier. Boasting a good base 130 Attack, two extremely potent STAB moves in Sacred Fire and Brave Bird, a massive 154 base Special Defense, a wonderful ability in Regenerator, and reliable recovery in Roost, Mega Infernape is a resilient bulky attacker capable of 2HKOing the majority of Pokemon in the tier. While its STAB moves get excellent neutral coverage, Mega Infernape's typing also gives it a glaring 4x weakness to Rock-type moves, especially Stealth Rock, meaning it can't switch in easily. This weakness is not as bad as it appears, though, as the buff to Defog introduced a new means of removing Stealth Rock, which is generally more reliable than Rapid Spin and Magic Bounce ever were. But even with this buff, Mega Infernape's 4x weakness to Rock-type moves is still exploitable, as most Rock-type moves will fell it in one or two hits.
Wasn't planning on submitting this slate, but threw this together because something had to be done.
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Wormadam-P
Typing: Bug / Grass -----> Bug / Grass
Abilities: Anticipation / Overcoat -----> Compost (Grass-type Water Absorb clone)
BST: 60/59/85/79/105/36 -----> 60/59/115/115/145/30
New Moves: Stockpile, Bug Buzz
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Wormadam-S
Typing: Bug / Ground -----> Bug / Ground
Abilities: Anticipation / Overcoat -----> Dirtpile (Ground-type Water Absorb clone)
BST: 60/79/105/59/85/36 -----> 60/115/145/59/115/30
New Moves: Stockpile, Bug Buzz
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Wormadam-T
Typing: Bug / Steel -----> Bug / Steel
Abilities: Anticipation / Overcoat -----> Scrap Heap (Steel-type Water Absorb clone)
BST: 60/69/95/69/95/36 -----> 60/92/125/92/125/30
New Moves: Stockpile, Bug Buzz
Bagworms store things, so they get Stockpile. Competitively, it lets them boost defenses. Bug Buzz so that they aren't left completely screwed STAB-wise on the special side. Each of their abilities revolves around gathering a certain material to replenish health. Rather straightforward.
I wanted to do 'nape but no time. =(
So many things wrong with this.Mega Infernape
Type: Fire/Fighitng -> Fire/Flying
Abilities: Blaze/Iron Fist -> Regenerator
New Moves: Sacred Fire, Brave Bird, Roost
HP: 76 -> 76
Atk: 104 -> 130 (+26)
Def: 71 -> 90 (+19)
SpA: 104 -> 94 (-10)
SpD: 71 -> 154 (+83)
Spe: 108 -> 90 (-18)
BST: 534 -> 634
Mega Infernape will be a massive force in the OU tier. Boasting a good base 130 Attack, two extremely potent STAB moves in Sacred Fire and Brave Bird, a massive 154 base Special Defense, a wonderful ability in Regenerator, and reliable recovery in Roost, Mega Infernape is a resilient bulky attacker capable of 2HKOing the majority of Pokemon in the tier. While its STAB moves get excellent neutral coverage, Mega Infernape's typing also gives it a glaring 4x weakness to Rock-type moves, especially Stealth Rock, meaning it can't switch in easily. This weakness is not as bad as it appears, though, as the buff to Defog introduced a new means of removing Stealth Rock, which is generally more reliable than Rapid Spin and Magic Bounce ever were. But even with this buff, Mega Infernape's 4x weakness to Rock-type moves is still exploitable, as most Rock-type moves will fell it in one or two hits.
So many things wrong with this.
-Why Flying type? Fire/Fighting was perfectly fine for Infernape, and I don't see any signs of how Infernape could be Flying.
-Why the speed drop? Shouldn't Infernape get MORE speed?
-Speaking of drops, only SPEED can drop.
-Infernape isn't supposed to be Specially Defensive. Infernape=/=Ho-Oh. So why that MASSIVE buff to Special Defense?
-Speaking of Infernape=/=Ho-Oh, Why Sacred Fire? I understand the recoil of Flare Blitz and all, but Fire Punch exists. And Infernape gets it.
-Regenerator is OK, but shouldn't it retain Iron Fist?
-Brave Bird? Infernape=/=Blaziken
-I understand the need for reliable recovery, but really? Roost?
So many things wrong with this.
-Why Flying type? Fire/Fighting was perfectly fine for Infernape, and I don't see any signs of how Infernape could be Flying.
-Why the speed drop? Shouldn't Infernape get MORE speed?
-Speaking of drops, only SPEED can drop.
-Infernape isn't supposed to be Specially Defensive. Infernape=/=Ho-Oh. So why that MASSIVE buff to Special Defense?
-Speaking of Infernape=/=Ho-Oh, Why Sacred Fire? I understand the recoil of Flare Blitz and all, but Fire Punch exists. And Infernape gets it.
-Regenerator is OK, but shouldn't it retain Iron Fist?
-Brave Bird? Infernape=/=Blaziken
-I understand the need for reliable recovery, but really? Roost?
Mega Infernape
Type: Fire/Fighitng -> Fire/Flying
Abilities: Blaze/Iron Fist -> Regenerator
New Moves: Sacred Fire, Brave Bird, Roost
HP: 76 -> 76
Atk: 104 -> 130 (+26)
Def: 71 -> 90 (+19)
SpA: 104 -> 94 (-10)
SpD: 71 -> 154 (+83)
Spe: 108 -> 90 (-18)
BST: 534 -> 634
Mega Infernape will be a massive force in the OU tier. Boasting a good base 130 Attack, two extremely potent STAB moves in Sacred Fire and Brave Bird, a massive 154 base Special Defense, a wonderful ability in Regenerator, and reliable recovery in Roost, Mega Infernape is a resilient bulky attacker capable of 2HKOing the majority of Pokemon in the tier. While its STAB moves get excellent neutral coverage, Mega Infernape's typing also gives it a glaring 4x weakness to Rock-type moves, especially Stealth Rock, meaning it can't switch in easily. This weakness is not as bad as it appears, though, as the buff to Defog introduced a new means of removing Stealth Rock, which is generally more reliable than Rapid Spin and Magic Bounce ever were. But even with this buff, Mega Infernape's 4x weakness to Rock-type moves is still exploitable, as most Rock-type moves will fell it in one or two hits.
I want to try out as well
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Flareon
Typing: Fire
Notable Abilities: Flash Fire/Guts -> Fur Coat
Stats: 65 / 130 / 60 / 95 / 110 / 65 -> 65 / 170 / 100 / 110 / 110 / 110
New Moves: Outrage, Wild Charge
Flareon takes now a few hits a lot better and has somewhat of a reliable coverage move in Outrage and Wild Charge. It should do a very nice work-up set now.
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Rapidash
Typing: Fire -> Fire/Fairy
Notable Abilities: Flash Fire -> Pixilate
Stats: 65 / 100 / 70 / 80 / 80 / 105 -> 65 / 165 / 90 / 70 / 95 / 115
New Moves: Quick Attack
I tried to put as few atk-points as I could to make Pixilate Quick Attack and Return not broken. Its typing represents its transformation into a pegasus with a horn which I forgot what it was called again.
Approved by Hollywood
For the love of all that is holy don't post anything without first reading the post in the title and finding out the current slate of mons submissions are open for!!!!
Up to 3 new moves, no exceptions.as far as adding moves go (say, I'm working on Lopunny for the future slate) if I add a new typing to the mon, (again, Lopunny being just Normal, I want Mega Lop to be Normal/Dark) can I add a larger set of moves that would seem reasonable for said mon to have once given the new mega-typing, or am I only able to put on a couple new moves?
You can add up to three new moves, so long as they don't contradict flavor (Hydro Pump on Typhlosion, for example), and they must also be reasonable additions.as far as adding moves go (say, I'm working on Lopunny for the future slate) if I add a new typing to the mon, (again, Lopunny being just Normal, I want Mega Lop to be Normal/Dark) can I add a larger set of moves that would seem reasonable for said mon to have once given the new mega-typing, or am I only able to put on a couple new moves?
It'll make sense once I post it.Up to 3 new moves, no exceptions.
Also why the hell would you make Lopunny a Dark type? Dark is a fine typing but how does it fit at all?
Well, the rules still apply. And, well, this is why we vote on the Megas. Make a good point and we may end up using yours in the end.It'll make sense once I post it.